RetroArch/gfx/drivers_renderchain/d3d9_hlsl_renderchain.c
twinaphex b4a743fff4 Split up menu display drivers for D3D8/D3D9 into separate drivers;
split up d3d_common into separate files
2018-03-03 15:28:58 +01:00

445 lines
12 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
* Copyright (C) 2011-2017 - Daniel De Matteis
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include <string.h>
#include <retro_inline.h>
#include <retro_math.h>
#include <d3d9.h>
#include "../drivers/d3d.h"
#include "../../defines/d3d_defines.h"
#include "../common/d3d_common.h"
#include "../common/d3d9_common.h"
#include "../video_driver.h"
#include "../../configuration.h"
#include "../../verbosity.h"
typedef struct hlsl_d3d9_renderchain
{
unsigned pixel_size;
unsigned last_width;
unsigned last_height;
unsigned tex_w;
unsigned tex_h;
uint64_t frame_count;
void *dev;
LPDIRECT3DTEXTURE9 tex;
LPDIRECT3DVERTEXBUFFER9 vertex_buf;
LPDIRECT3DVERTEXDECLARATION9 vertex_decl;
} hlsl_d3d9_renderchain_t;
static void hlsl_d3d9_renderchain_clear(void *data)
{
hlsl_d3d9_renderchain_t *chain = (hlsl_d3d9_renderchain_t*)data;
d3d9_texture_free(chain->tex);
d3d9_vertex_buffer_free(chain->vertex_buf, chain->vertex_decl);
}
static bool hlsl_d3d9_renderchain_init_shader_fvf(void *data, void *pass_data)
{
static const D3DVERTEXELEMENT9 VertexElements[] =
{
{ 0, 0 * sizeof(float), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0, 2 * sizeof(float), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
D3DDECL_END()
};
d3d_video_t *d3d = (d3d_video_t*)data;
d3d_video_t *pass = (d3d_video_t*)data;
hlsl_d3d9_renderchain_t *chain = (hlsl_d3d9_renderchain_t*)
d3d->renderchain_data;
(void)pass_data;
return d3d9_vertex_declaration_new(d3d->dev,
VertexElements, (void**)&chain->vertex_decl);
}
static bool hlsl_d3d9_renderchain_create_first_pass(void *data,
const video_info_t *info)
{
d3d_video_t *d3d = (d3d_video_t*)data;
hlsl_d3d9_renderchain_t *chain = (hlsl_d3d9_renderchain_t*)
d3d->renderchain_data;
chain->vertex_buf = d3d9_vertex_buffer_new(
d3d->dev, 4 * sizeof(Vertex),
D3DUSAGE_WRITEONLY,
#ifdef _XBOX
0,
#else
D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1,
#endif
D3DPOOL_MANAGED,
NULL);
if (!chain->vertex_buf)
return false;
chain->tex = d3d9_texture_new(d3d->dev, NULL,
chain->tex_w, chain->tex_h, 1, 0,
info->rgb32 ?
d3d9_get_xrgb8888_format() : d3d9_get_rgb565_format(),
0, 0, 0, 0, NULL, NULL, false);
if (!chain->tex)
return false;
d3d9_set_sampler_address_u(d3d->dev, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
d3d9_set_sampler_address_v(d3d->dev, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
d3d9_set_render_state(d3d->dev, D3DRS_CULLMODE, D3DCULL_NONE);
d3d9_set_render_state(d3d->dev, D3DRS_ZENABLE, FALSE);
if (!hlsl_d3d9_renderchain_init_shader_fvf(chain, chain))
return false;
return true;
}
static void hlsl_d3d9_renderchain_set_vertices(
void *data, unsigned pass,
unsigned vert_width, unsigned vert_height, uint64_t frame_count)
{
video_shader_ctx_params_t params;
video_shader_ctx_info_t shader_info;
unsigned width, height;
d3d_video_t *d3d = (d3d_video_t*)data;
hlsl_d3d9_renderchain_t *chain = d3d ?
(hlsl_d3d9_renderchain_t*)d3d->renderchain_data : NULL;
video_driver_get_size(&width, &height);
if (!chain)
return;
if (chain->last_width != vert_width || chain->last_height != vert_height)
{
unsigned i;
Vertex vert[4];
float tex_w = 0.0f;
float tex_h = 0.0f;
void *verts = NULL;
chain->last_width = vert_width;
chain->last_height = vert_height;
tex_w = vert_width / ((float)chain->tex_w);
tex_h = vert_height / ((float)chain->tex_h);
vert[0].x = -1.0f;
vert[0].y = -1.0f;
vert[0].u = 0.0f;
vert[0].v = tex_h;
vert[1].x = 1.0f;
vert[1].y = -1.0f;
vert[1].u = tex_w;
vert[1].v = tex_h;
vert[2].x = -1.0f;
vert[2].y = 1.0f;
vert[2].u = 0.0f;
vert[2].v = 0.0f;
vert[3].x = 1.0f;
vert[3].y = 1.0f;
vert[3].u = tex_w;
vert[3].v = 0.0f;
/* Align texels and vertices. */
for (i = 0; i < 4; i++)
{
vert[i].x -= 0.5f / ((float)chain->tex_w);
vert[i].y += 0.5f / ((float)chain->tex_h);
}
verts = d3d9_vertex_buffer_lock(chain->vertex_buf);
memcpy(verts, vert, sizeof(vert));
d3d9_vertex_buffer_unlock(chain->vertex_buf);
}
shader_info.data = d3d;
shader_info.idx = pass;
shader_info.set_active = true;
video_shader_driver_use(&shader_info);
params.data = d3d;
params.width = vert_width;
params.height = vert_height;
params.tex_width = chain->tex_w;
params.tex_height = chain->tex_h;
params.out_width = width;
params.out_height = height;
params.frame_counter = (unsigned int)frame_count;
params.info = NULL;
params.prev_info = NULL;
params.feedback_info = NULL;
params.fbo_info = NULL;
params.fbo_info_cnt = 0;
video_shader_driver_set_parameters(&params);
}
static void hlsl_d3d9_renderchain_blit_to_texture(
void *data, const void *frame,
unsigned width, unsigned height, unsigned pitch)
{
D3DLOCKED_RECT d3dlr;
hlsl_d3d9_renderchain_t *chain = (hlsl_d3d9_renderchain_t*)data;
if (chain->last_width != width || chain->last_height != height)
{
d3d9_lock_rectangle(chain->tex,
0, &d3dlr, NULL, chain->tex_h, D3DLOCK_NOSYSLOCK);
d3d9_lock_rectangle_clear(chain->tex,
0, &d3dlr, NULL, chain->tex_h, D3DLOCK_NOSYSLOCK);
}
/* Set the texture to NULL so D3D doesn't complain about it being in use... */
d3d9_set_texture(chain->dev, 0, NULL);
if (d3d9_lock_rectangle(chain->tex, 0, &d3dlr, NULL, 0, 0))
{
d3d9_texture_blit(chain->pixel_size, chain->tex,
&d3dlr, frame, width, height, pitch);
d3d9_unlock_rectangle(chain->tex);
}
}
static void hlsl_d3d9_renderchain_deinit(void *data)
{
hlsl_d3d9_renderchain_t *renderchain = (hlsl_d3d9_renderchain_t*)data;
if (renderchain)
free(renderchain);
}
static void hlsl_d3d9_renderchain_deinit_shader(void *data)
{
(void)data;
/* stub */
}
static void hlsl_d3d9_renderchain_free(void *data)
{
d3d_video_t *chain = (d3d_video_t*)data;
if (!chain)
return;
hlsl_d3d9_renderchain_deinit_shader(chain);
hlsl_d3d9_renderchain_deinit(chain->renderchain_data);
hlsl_d3d9_renderchain_clear(chain->renderchain_data);
}
void *hlsl_d3d9_renderchain_new(void)
{
hlsl_d3d9_renderchain_t *renderchain =
(hlsl_d3d9_renderchain_t*)calloc(1, sizeof(*renderchain));
if (!renderchain)
return NULL;
return renderchain;
}
static bool hlsl_d3d9_renderchain_init_shader(void *data,
void *renderchain_data)
{
video_shader_ctx_init_t init;
bool ret = false;
d3d_video_t *d3d = (d3d_video_t*)data;
settings_t *settings = config_get_ptr();
(void)renderchain_data;
if (!d3d)
return false;
init.shader_type = RARCH_SHADER_HLSL;
init.data = data;
init.path = retroarch_get_shader_preset();
init.shader = &hlsl_backend;
RARCH_LOG("D3D]: Using HLSL shader backend.\n");
ret = video_shader_driver_init(&init);
return ret;
}
static bool hlsl_d3d9_renderchain_init(void *data,
const void *_video_info,
void *dev_data,
const void *final_viewport_data,
const void *info_data,
bool rgb32
)
{
unsigned width, height;
d3d_video_t *d3d = (d3d_video_t*)data;
const video_info_t *video_info = (const video_info_t*)_video_info;
const struct LinkInfo *link_info = (const struct LinkInfo*)info_data;
hlsl_d3d9_renderchain_t *chain = (hlsl_d3d9_renderchain_t*)
d3d->renderchain_data;
unsigned fmt = (rgb32)
? RETRO_PIXEL_FORMAT_XRGB8888 : RETRO_PIXEL_FORMAT_RGB565;
struct video_viewport *custom_vp = video_viewport_get_custom();
(void)final_viewport_data;
if (!hlsl_d3d9_renderchain_init_shader(d3d, NULL))
return false;
video_driver_get_size(&width, &height);
chain->dev = (LPDIRECT3DDEVICE9)dev_data;
chain->pixel_size = (fmt == RETRO_PIXEL_FORMAT_RGB565) ? 2 : 4;
chain->tex_w = link_info->tex_w;
chain->tex_h = link_info->tex_h;
if (!hlsl_d3d9_renderchain_create_first_pass(d3d, video_info))
return false;
/* FIXME */
if (custom_vp->width == 0)
custom_vp->width = width;
if (custom_vp->height == 0)
custom_vp->height = height;
return true;
}
static void hlsl_d3d9_renderchain_set_final_viewport(void *data,
void *renderchain_data, const void *viewport_data)
{
(void)data;
(void)renderchain_data;
(void)viewport_data;
/* stub */
}
static bool hlsl_d3d9_renderchain_render(void *data, const void *frame,
unsigned frame_width, unsigned frame_height,
unsigned pitch, unsigned rotation)
{
unsigned i;
unsigned width, height;
d3d_video_t *d3d = (d3d_video_t*)data;
settings_t *settings = config_get_ptr();
hlsl_d3d9_renderchain_t *chain = (hlsl_d3d9_renderchain_t*)d3d->renderchain_data;
bool video_smooth = settings->bools.video_smooth;
chain->frame_count++;
video_driver_get_size(&width, &height);
hlsl_d3d9_renderchain_blit_to_texture(chain,
frame, frame_width, frame_height, pitch);
hlsl_d3d9_renderchain_set_vertices(d3d,
1, frame_width, frame_height, chain->frame_count);
d3d9_set_texture(chain->dev, 0, chain->tex);
d3d9_set_viewports(chain->dev, &d3d->final_viewport);
d3d9_set_sampler_minfilter(chain->dev, 0,
video_smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
d3d9_set_sampler_magfilter(chain->dev, 0,
video_smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
d3d9_set_vertex_declaration(chain->dev, chain->vertex_decl);
for (i = 0; i < 4; i++)
d3d9_set_stream_source(chain->dev, i, chain->vertex_buf, 0, sizeof(Vertex));
d3d9_draw_primitive(chain->dev, D3DPT_TRIANGLESTRIP, 0, 2);
return true;
}
static bool hlsl_d3d9_renderchain_add_pass(
void *data, const void *info_data)
{
(void)data;
(void)info_data;
/* stub */
return true;
}
static void hlsl_d3d9_renderchain_add_state_tracker(
void *data, void *tracker_data)
{
(void)data;
(void)tracker_data;
/* stub */
}
static void hlsl_d3d9_renderchain_convert_geometry(
void *data, const void *info_data,
unsigned *out_width, unsigned *out_height,
unsigned width, unsigned height,
void *final_viewport_data)
{
(void)data;
(void)info_data;
(void)out_width;
(void)out_height;
(void)width;
(void)height;
(void)final_viewport_data;
/* stub */
}
static void hlsl_d3d9_renderchain_viewport_info(
void *data, struct video_viewport *vp)
{
unsigned width, height;
d3d_video_t *d3d = (d3d_video_t*)data;
if (!d3d || !vp)
return;
video_driver_get_size(&width, &height);
vp->x = d3d->final_viewport.x;
vp->y = d3d->final_viewport.y;
vp->width = d3d->final_viewport.width;
vp->height = d3d->final_viewport.height;
vp->full_width = width;
vp->full_height = height;
}
d3d_renderchain_driver_t hlsl_d3d9_renderchain = {
hlsl_d3d9_renderchain_free,
hlsl_d3d9_renderchain_new,
hlsl_d3d9_renderchain_init,
hlsl_d3d9_renderchain_set_final_viewport,
hlsl_d3d9_renderchain_add_pass,
NULL,
hlsl_d3d9_renderchain_add_state_tracker,
hlsl_d3d9_renderchain_render,
hlsl_d3d9_renderchain_convert_geometry,
NULL,
NULL,
hlsl_d3d9_renderchain_viewport_info,
"hlsl_d3d9",
};